I've been trying to figure this out on my own, searched high and low on Google images, but I just can't seem to get it right. I am trying to use 3ds Max's pelt mapping to unwrap the entire character's body into a single UV island, like so:
http://www.pixologic.com/zbrush/features/UV-Master/img/girl_body.jpg
But apparently I just can't get it right no matter how I draw the seams on the character. Any help on this would be much appreciated. Thanks.
Replies
ahtiandr: I understand, but I find painting a UV map in such a way more "understandable" and easier to visualize since I don't have any access to 3-d painting software...
to do the same thing, only that you would have to planar map the whole thing and break the edges in your uv editor.
http://www.scriptspot.com/3ds-max/scripts/lscmunwrap
Yeah, my bad, my post came out the wrong way. What I really meant to say was, painting a texture with a UV layout like in the OP (single UV island) was what made more sense to me, visually... I have to handpaint my stuff since I don't have a 3-d paint program.
Psyk0: Thanks! Will take a look at this.
viewport projection from 2d app like ps.
Prob sounds amateur but I'm only a student!
I have many many more texture questions if someone would like to spend 10 mins answering then please drop me a pm it would be amazingly appreciated!
you cant make a single uv island of flesh if there not near each other on the mesh(example: feet & hands & face cannot be in one island). you can however make a UV channel for flesh, with many islands, another channel for gear, etc. normally with uv islands you would make it so there is a balance of nearly no stretching, and the UV seams are not noticeable.